The Tone Rebellion: Unique Theme

This time I would like to talk about my obsession with the two games designed by The Logic Factory. I was always quite fond of the more popular Acendancy. Recently, I have discovered the less popular The Tone Rebellion (aka “Leviathan” in Germany). Although I try to be cautious with superlatives I must admit that it turned out to be one of the best games I have every played.



There should be a law which forced every game developer in the world to hang a printout of the cover of The Tone Rebellion on a wall in his office just so he remembers what is possible.

The Tone Rebellion is revolutinary in many ways. Possibly I will get into some of the gameplay aspects in future articles. However, the thing that I found most intriguing and fascinating is its incredibly bold and unusual theme. It makes you realize how limited and poor modern games are in that sense. I think every game designer should at least briefly take a look at it, so without further ado…

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Lost in Blue: Game Design and Usability

This time, I will write something short about one of my favourite topics. I have already discussed that good gameplay sometimes results from bad usability. This time, I would like to show how bad usability can spoil a game, like it is a case in Lost in Blue for the Nintendo DS.



Position your hands like that for the most comfortable “Lost in Blue” expierience. You can use your 5 other hands to scratch your head or have a drink.

People say that if you want to learn how to make good movies, it is helpful to watch the not-so-good movies. Good movies are “closed”, they don’t allow any insight into how they work. It is the same with games, which is why I like Lost in Blue so much. It has some realy good ideas but also some bad flaws. I suggest taking a look at it because it is rare and might disappear with time. You can learn a lot about game design from it.

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Pax Galaxia: Information Design, Responsiveness, Theme

When we first thought about creating this blog, one of the ideas that we have come up with is to independently review games and compare our different viewpoints. This already has been done in our Street Figher 3 reviews by me and Yu-Chung Chen. I would like to continue this experiment by writing something about Pax Galaxia, which Daniel Renkel already has commented on.


“I find myself on the planet Ogo, part of an intellectual elite, preparing to subjugate the barbarian hordes on Pluto. But even though this is a totally convincing reality for me in every way, nevertheless Ogo is actually a construct of my psyche.”

Indeed, the game mechanics are incredibly simple, yet create quite complex gameplay. I was quite skeptical if you could call it turn-based at first. I took some closer look and I must admit that Daniel Renkel’s analysis is spot-on. There is even a very discreet clicking sound, which signals when a turn has ended. So although the game feels real-time, it has all the qualities of a turn-based game.

However, having played it a few times, I have encountered some problems. I would hesitate to call them flaws, because they are not obvious. They seem rather rather like conscious but unfortunate design decisions. Basically, I see 3 problems: information design, responsiveness and theme.

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Pax Galaxia: Accessibility of Turn-Based Games

Last time i talked about the controls of loco roco which make the game very accessible for everyone. This time i want to talk about another principle on how to make a game accesibble, which seems to have been lost for ages.

Turn-based gameplay.

Before I begin, I want to give the disclaimer that I will explain the power (as i see it) of turn-based gameplay on another turn-based strategy game. Of course the turn-based gameplay is strongly tied to strategic games, because it gives the player time to think, which is important in strategic games. But it isn’t necessary to tie turn-based gameplay to full blown strategic games – which i will explain later, too.

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Guitar Hero: Games and Fantasies

Since we have a new visual design, that will no longer burn holes in our retinas, let us celebrate with a quick post about Guitar Hero by Harmonix.



Instant rocking avalible here.

Guitar Hero is a rythm game, which became quite popular recently. Much has already been written about it. People point out the extraordinary controller, the unique visual style and the refined gameplay. I agree, the game is of fabulous quality. However, there were other games before Guitar Hero, which were equally well made. What is different now?

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Street Rod: Game Design and Usability

Games and usability is one of my favourite topics and I would like to devote some posts to discuss it. In interface design, a quite important aspect of a user interface is usability. However, applying usability on games is problematic at least. One game that shows the problem quite clearly is Street Rod from California Dreams / Logical Design Works. It might give some insight on topic of breaking standarts, which has already been discussed in the controversal post about non-standart controls.


The Fast and the Furious of your grandparents.

The game is old, short and Polish, so you probably don’t know it, which is a pity. On the other hand, since it is so rare and old you can get it for free on notorious abandonware sites. I recomend you to do so. In many ways, Street Rod (and Street Rod 2) is an example of brilliant game design.

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Prince of Persia 3: Short Rant

I recently played through this game and wasn’t quite happy about it. I liked the first in the series, Sands of Time, and was put off by the sequel, Warrior Within. Judging from the reaction by some of my fellows at the late NEON Studio and from the most reviews on the third part, Two Thrones, I wasn’t alone with that opinion.

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Brain Age: Everybody is Hardcore

Today, I would like to write something about “Hardcore” and “Casual” players and how there is no such thing. As we all know, at some point somebody came up with those two names to explain how different people react to games. This distinction was used a long time in the industry. Indeed, the idea is simple enough to understand just by the sound of the words. Yet, makes you look like you actually have a profound concept and understanding of the market. Yes, the idea is perfect for idiotic powerpoint-based marketing meetings!


A scientific proof of how hardcore my grilfriend is.

Seriously, the distinction between “Hardocre” and “Casual” is just stupid and at least the game designers should immiediatly stop using it. Actually, the Nintendo DS Game “Brain Age” reminded me how difficult and complex the situation is. In fact, its so difficult and complex that understanding it might be the key to understand general cultural development.

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Loco Roco: I Love Non-Standard Controls

You’ve probably heard allready about the one game that want’s you to own a PSP (and the first time your girlfriend will fight about playtime ;)

Loco Roco – sounds crazy – and yes, it definetly is.

If you had to create a game which plays like an jump’n'run with collecting stuff and such but wanted to give it a whole new twist – what would you do? would you change the decade old “perfect” platformer controls (left, right, jump, duck, run,…) or what else would you change to stand out from the croud?

well, sony dared to do so:

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Street Fighter 3: Context is King!


As a small experiment Yu-Chung and I decided to write about the same game to compare what different topics we would talk about. You can read what Yu-Chung has to say about Street Fighter 3 here.

For me, SF3 is a piece of brilliant game design. However, the designers of the newer parts seem to have forgotten what made the game so great in the first place. So yes, they develop the game mechanics further and it becomes more and more refined, but they aren’t able to reinvent themselves.

So let us talk about what realy makes Street Fighter so incredibly brilliant.

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Game Design Reviews is a Blog used by a group of game designers from Germany to publish and discuss their thoughts on various games. The blog consists entirely of reviews of games. Each review focuses on the important game design ideas and concepts of that particular game. We also run a second, more informal Blog called Game Design Scrapbook.

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